Sentences with phrase «dodging mechanics»

This is where the game's rolling and dodging mechanics comes in.
Complex combos and dodging mechanics are also on the list of things to possibly include to create an exciting modern feel to the classic 2D beat - em - up.
Actually, those mechanics have been borrowed from games such as GW2 which based the entire game around dodging mechanics rather than taking them to the face because you have lots of armor / health and abilities to reduce the incoming damage.
The boss fights throw your jumping and dodging mechanics into single - screen bouts that can be quite tricky until you learn their patterns.
For a game without functional shields, one could really do with a fully working dodge mechanic that DOES N'T randomly throw you in the direction of either the enemy or a wall.
Want to use the game's excellent parry / dodge mechanics to land critical hits on enemies and try out whatever your newest sword / staff / axe is?
The dodge mechanics has always been this way, and sometimes you have to sheathe the weapon to avoid attacks, but that really depends on the weapon and positioning.
I mean really, upgrading the effectiveness of the dodge mechanic just seems silly.
The reinstatement of «hold - to - run» and removal of the dodge mechanic are much welcomed changes.
Including a dodge mechanic may have made the combat a bit too easy but it also could have been very helpful when dealing with melee battles or large, fast - moving enemies and bosses.
A tap of A lets you leap over an enemy in order to dodge the clearly telegraphed attacks, and doing so allows you keep a combo going, but for some baffling reason there's no way to swap between foes mid-combo without using the dodge mechanic, making crowd - control more awkward than it really needed to be.
There's also a dodge mechanic, but it's a touch unresponsive and therefore can not always be trusted to get you out of danger.
In contrast the Ranger stance is all about speed, featuring dual daggers and a dodge mechanic.
Press the attack button and Roy will ponderously swing his chosen weapon, while the parry button is far too unresponsive, forcing you to rely more on the dodge mechanic and roll around like a retarded version of Sonic the Hedgehog.
Furthermore there's no couple of frames of invincibility on the dodge mechanic, something which you'll note that some of the best hack «n» slash games have, and for good reason.
Chuck in some poor feedback to let you know if you've actually successfully blocked the attack and you're left with a parry / block system that's best ignored in favor of using the dodge mechanic.
I understand this is a throwback to the past, but I would have loved to have seen a more up to date implementation of the dodge mechanic here.
My only real gripe so far is with the game's dodge mechanic.
The slightly awkward controls, lack of any viable sort of dodge mechanic and the never - ending swarms of enemies make this game a bitch to master.
Thankfully, the dodging mechanic is responsive as players will be needing it quite often when enemies pile up around them.
We didn't do a great job at teaching the importance of the dodge mechanic in the first game.
When you add in the game's dodge mechanic, the combat takes on an arcadey, Dark Souls - lite (very) type of feel.
With only a dodge mechanic to fall back on and no real choke points, players will find themselves (most of the time) in a far more hectic situation than similar horde modes in Gears of War or Halo.
The control systems of Bayonetta are quite simple that includes buttons for attacks (x2), gun, jump and the trusty dodge mechanic which at times can unleash witch time.
Thankfully, all players can still use the dodge mechanic to avoid badly timed attacks.
They have also added an awesome dodging mechanic that looks beautifully fluid and will allow you to slide out of the way of incoming attacks.
There's a dodge mechanic, and if you can time it correctly, time will briefly slow down allowing you to get in extra hits that do a nice sized chunk of damage to your opponents.
The main form of evasion — the dodging mechanic — feels fair, and maybe even favours the player in the end; there's just enough of a window to evade most attacks without it feeling too forgiving when your timing isn't up to scratch.
Rather than resting on their laurels, From Software has decided to toss shields in the dustbin in favor of a fast - paced, reactionary dodge mechanic.
One thing I would love to have in this game would be a dodge mechanic.
Even so, the overtly clichéd violence in the game which would not look out of place in a Quentin Tarantino film which can be fun at times, particularly the dodge mechanics.
There is a quick attack button, a slow but heavier attack button, a special attack, a dodge mechanic and your trustworthy magical calculator.
Tackling enemies one on one will give you a chance to practice your attacks and the very important dodge mechanic.
Should you want a small semblance of strategy, the ability to jump has been replaced with a dodging mechanic.
That said, I did find myself wanting a dodge mechanic similar to Guild Wars 2's throughout most of my play session.

Not exact matches

The combat is a chore as the enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell up.
Fun dodge and shoot mechanics make this game addictive.
Here, you'll need to make use of the game's other core mechanic — the dodge roll.
You'll come across a couple of new mechanics such as being able to warp between coloured gates and slide down a hot wall in order to catch fire and melt ice but nothing significantly changes the basic jump and dodge hazards formula.
As you go back and forth across the island of Narapela, you will find yourself fighting hoards of zombies using either a stealth mechanic, or by mashing the square button to attack with one of two melee weapons that feel no different from each other, with the occasional dodge and run away thrown in for good measure.
io» style game Axe.IO, and praises it as a surprisingly addictive and featured multiplayer experience, including different classes with various skills, diverse game modes including a 50 - player Battle Royale, and simply yet enjoyable mechanics that lets you deftly dodge axes and collect upgrades mid-combat.
Dodging, for example, is a bad mechanic.
Drove Dodges for 30 years, and became a good Mopar mechanic, but not by choice.
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The final flaw is smaller: the dodge and block mechanics can, on occasion, feel a little slow to react.
The core mechanics are simple enough: X is your direct, heavier attack while Y offers up sweeping moves capable of hitting multiple enemies at the same time, and the left trigger takes on the role of both dodge and block.
Here's a mobile game, take a beloved franchise with characters people like, make them power up using ridiculous amount of micro-transaction and grinding, put in a boring repetitive gameplay mechanic of attack / block / dodge and there.
The weapon degradation certainly doesn't help when you haven't yet mastered the mechanics of dodging and fighting.
Nioh is a fast paced game, but gives the player all the tools and mechanics you need to keep the fight moving, such as quick dodges, furious chain attacks, and edge of your seat weapon switching.
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